2019-11-26 21:47:07 +00:00
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// Copy of the palette used during the logo, to allow non-blocking fades in
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// contrast to master.lib's blocking palette_black_in() and palette_black_out()
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// functions. (Then again, master.lib has the PaletteTone global for that...)
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[Maintenance] Templatize RGB and palette types for 4- and 8-bit components
Right, PC-98 hardware only supports 4 bits per RGB component, for a
total of 4,096 possible colors. The 8-bit RGB color values we've been
seeing throughout the later games are a master.lib extension, to allow
for more toning precision. Which TH01, with all its NIH syndrome,
doesn't use.
And yup, that means templates in the most basic header files… Since
that would have meant renaming *everything* to compile as C++, I simply
made these types exclusive to C++ code, thcrap style.
Part of P0066, funded by Keyblade Wiedling Neko and Splashman.
2020-01-05 11:05:42 +00:00
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extern Palette8 zunsoft_palette;
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2019-11-26 21:47:07 +00:00
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// Spawns [n] new explosions at the given screen-coordinate [origin] position.
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void pascal zunsoft_pyro_new(Point screen_origin, int n, char patnum_base);
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void pascal zunsoft_update_and_render(void);
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void pascal zunsoft_palette_update_and_show(int tone);
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2019-12-01 11:03:31 +00:00
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void pascal zunsoft(void);
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